Lee (Tekken 7) |
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Up to date as of Ver.4.00
no.
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Rage Drive
R.d/f+3+4
m
25
3.01
- Hit vs BT +10a (+1a)
- Bullet time 20f on hit
- Bullet time 10f on block
- Transition to r39 MS with f~n
- Transition input can be delayed 11f
n
Jab
1
h
7
2.03
5
7
+1
+8
i10
r17
Recovery is very slightly off-axis to the right, changing the tracking of follow up moves
Left Right Combo
1,2
h,h
7,9
2.83
-1
+5
i10
,i12
r20
- Transition to r21 MS with f~n
- Transition input can be delayed 6f
Left Right Combo to Revolution Zwei
1,2,2,3
h,h,m,h
7,9,14,23
-3
+17a (+8a)
i10
,i21~23
r31
- Tailspin
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
Left Right Mid Kick
1,2,4
h,h,m
7,9,10
- Holding 4 during startup will slow it by 1f for about every 2f held
- Transition to r33 HMS with 3
Left Right Max Mid
1,2,4*
h,h,m
7,9,20
- Hold for 26f
- Tracks opposite direction to 1,2,4
2,1
h,h
10,8
2.99
-5
+6
i10
,i15~17
r22
- Transition to r22 HMS with 3+4
- Transition input can be delayed 6f
Combination Drei
2,1,1
h,h,m
10,8,18
4.36
- Floor break
Combination Hünf
2,1,3
h,h,h
10,8,24
4.42
- Tailspin
Right Cross to Revolution Zwei
2,2,3
h,m,h
10,14,23
-3
+17a (+8a)
i10
,i21~23
r31
- Tailspin
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
Mist Kick
3
m
16
2.23
20
9
-8
+7
i14
r27
- Transition to r27 HMS with 4
- Transition input can be delayed 2f
Trick Kick
3~3
h
18
2.59
-10
+1
i30
r29
- 13f input window
- Recovery slowed by 1f if 4 pressed during startup
Lee Somersault
4,u+3
h,m
16,25
- Alternate input 4,u/f+3
- Transition to r26 MS with f~n
- Transition input can be delayed 17f
Pirouette Punch
1+2
m
20
2.63
- Homing
- Floor break
- Transition to r25 HMS with 3+4
- Transition input can be delayed 2f
f
Acid Storm
f+3,3,3,3,3,4
m,m,h,h,h,h
6,3,3,3,3,20
-7
+20a
i15
,i20~21
r32
- Tailspin
- Transition to r35 HMS with 3
- Transition input can be delayed 26f
- Alternate input
- f+3,3,4
- f+3,3,3,4
- f+3,3,3,3,4
Deadly Arc
f+4,3
h,m
13,18
3.74
- Spike
- Transition to r21 HMS with 4
d/f
Uppercut
d/f+2
m
12
2.06
- Hit vs crouch +4s
- Can evade jabs on frame 9
- Tracks right up to 18 frames sometimes
Front Kick
d/f+4
m
16
2.55
9
12
-9
+2
i13~14
r27
- Transition to r27 HMS with 3
- Transition can be delayed 2f
Revolution Zwei
d/f+1+2,3
m,h
18,23
-3
+17a (+8a)
i20~21
,i21~23
r31
- Tailspin
- Transition to r37 HMS with 4
- Transition input can be delayed 29f
d
Crouch Jab
d+1
s
5
1.55
-5
+6
i10
r24 FC
- Alternate input d/b+1
- Transition to r24 with f
- Transition input can be delayed 16f
Sliver Low
d+3
L
17
2.39
- Transition to r31 HMS with 4
- Transition input can be delayed 10f
- Transition can be delayed 8f
Shin to Head Kick
d+4,4
l,h
7,16
-9
+2
+27a (+17a)
i12
,i23
r28
- Often notated d+4,n+4
- Connects to 4 extensions
Shin Kick to Silver Cyclone
d+4,4:3
l,h!
7,60
+9a (+0a)
i12
,i60~61
r39
- Technically a cancel from d+4,4
- 3 must be input on exactly the first frame of d+4,4 i.e., frame 13, or if d+4,4 is delayed, exactly one frame after 4
- Cancel to r53 HMS with 3+4 on frames ,2~37
Laser Edge Kick Combo
d+4,d+4,4,4
l,l,l,m
7,8,5,21
-20
+11a (+2a)
i12
,i24~25
r38
- Often notated D+4,4,4,4
- Transition to r30 HMS with 3
- Transition input can be delayed 2f
Silver Cyclone
d+3+4
h!
60
+9a (+0a)
i60~61
r39
d/b
Death Touch
d/b+1+2
m!,m!
20,30
+20a
i76 i90
r31
Cancel to r74 with u,u on frames 2~50
b
b+1
h
8
2.61
7
12
+0
+6
i15
r19
If 1 is pressed on frames 12~14, adds 4 more damage and improves hitbox (~0.04 more range and better tracking)
b+1,1
h,m
8,6
3.65
-5
+6
i15
,i20
r24
- Cancel to r24 MS with f~n on frames 1~15
- Transition to r20 HMS with 3+4
- Transition input can be delayed 11 frames
b+1:1
h,m
12,6
3.65
-5
+6
i15
,i20
r24
- Cancel to r24 MS with f~n on frames 1~15
- Transition to r20 HMS with 3+4
- Transition input can be delayed 11 frames
Rear Cross Punch
b+2
h
13
2.55
-5
+1
i14
r24
- Transition to r20 MS with f~n
- Transition input can be delayed 5f
b+2,4
h,h
13,12
-8
-6
+19a (+9a)
i14
,i14~15
r35
- Transition to r37 HMS with 3+4
- Transition input can be delayed 24f
Super High Combination
b+2,4,3
h,h,h
13,12,21
-3
+22a (+13a)
i14
,i27~28
r27
- Tailspin
Stinging Rush
b+3,3
L,h
9,15
-12
-3
,i19
r33
- Transition to r28 MS with f~n
- Transition input can be delayed 5f
Silver Heel
b+4
m
20
2.66
- Spike
- Hit vs crouch +18d
- Transition to r19 HMS with 3
- Transition adds tracking if input mid startup
u/b
u
u/f
Silver Bullet
u/f+3+4
h
27
- Transition to r32 HMS with 3+4
- Transition input can be delayed 3f
Motion input
Lee Cutter
b,B+4
h
23
2.67
- Homing
- Tailspin
- Transition to r23 HMS with 3
- Can't be buffered
Waxing Crescent
f,f,F+3,4
m,m
14,26
4.27
+3
+24d (-11d)
i14~15
,i20~22
r29
- Alternate input wr3,4
- Floor break
- Transition to r26 HMS with 3
Throw
SS
Lee Screw Right
SSL.3+4
h
25
-2
+19a (+10a)
i17~20
r28
- Tailspin
- Transition to r31 HMS with 3
Lee Screw Left
SSR.3+4
m
28
- Tailspin
- Transition to r37 HMS with 4
WS
Wonderful Combo
ws1,4
m,h
13,17
3.17
-5
+4
i13~14
,i20
r28
- Transition to r28 HMS with 3
Tsunami Kicks
ws3,3
M,m
16,11
2.65
-15
-4c
i10
,i15~16
r33
- Transition to r33 HMS with 4
- Transition input can be delayed 2f
Infinite Kicks Mid Chain
ws3,3,d/f+3,3
M,m,m,h
16,11,10,10
-16
-5
i10
,i24
r35
- Connect to INF
- Hit vs BT +3a
Infinite Kicks Low Chain
ws3,3,d+3,3,3
M,m,l,m,h
16,11,8,10,10
-16
-5
i10
,i24
r35
- Connect to INF
- Hit vs BT +3a
Infinite Kicks Mid Variation
INF.3,3
m,h
10,10
-16
-5
,i24
r35
- Connect to INF
- Hit vs BT +3a
Infinite Kicks Low Variation
INF.d+3,3,3
l,m,h
10,10,10
-16
-5
,i24
r35
- Connect to INF
- Hit vs BT +3a
Infinite Kicks Axe Variation
INF.u+3,3,3
m,m,h
15,10,10
-16
-5
,i24
r35
- Connect to INF
- Hit vs BT +3a
Toe Smash
ws4
m
16
2.22
-6
+5
i11~12
r24
- Transition to r27 HMS with 3
- Transition input can be delayed 2f
FC
FC.d+1
s
5
1.57
-5
+6
i10
r24 FC
- Alternate input
- FC d/b+1
- FC d/f+1
- Transition to r24 with f
- Transition input can be delayed 16f
Silver Tail
FC.d/f+4
L
17
2.76
Transition to r30 HMS with 3
FC.u/b+4
m
15
-17
-6
i18~28
r26 FC
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
FC.u+4
m
22
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
Catapult Flip
FC.u/f+4
m
25
- Transition to r26 HMS with 3
- Transition input can be delayed 17f
Catapult Drop
FC.u/f+3+4
m,M
30,20
-4
+17a (+7a)
i46~49,i56~58
r31 FU
- Alternate input
- FC u+3+4
- FC u/b+3+4
HMS
Hitman Guard
HMS.b
r1
Can only be done in "full" Hitman, with Lee's left hand performing the "come on" gesture
Freaker Jab
HMS.1
h
10
2.28
+0
+7
i12
r21 HMS
- Cancel to HMS 3 with 3
- Cancel to r19 MS with f~n
Freaker Jab Rush
HMS.1,1,1,1
h,h,h,h
10,10,10,10
-1
+7
i12
,i10
r22 HMS
- Cancel to r24 MS with f~n
Excellent Combo
HMS.1,4
h,m
10,17
- Transition to r32 HMS with 3
- Transition input can be delayed 1f
Scatter Kick
HMS.3
h,t
21,20
2.58
-4
+0d
i17~19
r30
- Homing
- Tailspin
- Hit vs BT +21a
- Hit without throw +7a (max range or from side)
Silver Slash
HMS.u/f+3
m
24
2.80
-9
+12a (+3a)
i20~22
r30
- Wall bounce
- Transition to r30 FC with D
MS
Mist Step
f~n
r1 MS
- MS lasts 22 frames
- MS is in crouching state on frames 6~19
- Can't be buffered
Inverted Axle
MS.3,4
m,m
10,10
3.44
Sway
MS.b,n
r1 Sway
- Sway lasts 29 frames
- Can only be done when MS is in crouching state
- Gives access to ws moves for 4 frames
10 String
10 Hit Combo (3)
d/f+1,2,2
m,h,h
10,5,6
3.84
-18
-7
i13~14
,i22
r37
- Hit vs BT +13a (+3a)
10 Hit Combo (4)
d/f+1,2,2,1
m,h,h,h
10,5,6,5
4.50
-10
+1
i13~14
,i13
r29
- Can't buffer attacks during recovery
10 Hit Combo (5)
d/f+1,2,2,1,3
m,h,h,h,h
10,5,6,5,7
5.15
-25
-14
i13~14
,i22~23
r44
10 Hit Combo (6)
d/f+1,2,2,1,3,3
m,h,h,h,h,L
10,5,6,5,7,6
5.90
-25
-14
,i24
r44
10 Hit Combo (7)
d/f+1,2,2,1,3,3,3
m,h,h,h,h,L,h
10,5,6,5,7,6,7
6.32
-25
-14
,i21
r44
10 Hit Combo (8)
d/f+1,2,2,1,3,3,3,4
m,h,h,h,h,L,h,h
10,5,6,5,7,6,7,7
6.81
-17
-6
,i20
r36
10 Hit Combo (9)
d/f+1,2,2,1,3,3,3,4,3
m,h,h,h,h,L,h,h,h
10,5,6,5,7,6,7,7,10
7.55
-25
-5
,i18
r44
10 Hit Combo
d/f+1,2,2,1,3,3,3,4,3,4
m,h,h,h,h,L,h,h,h,m
10,5,6,5,7,6,7,7,10,25
7.91
-20
+12a (+2a)
i13~14
,i32~34
r37